// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// - no lighting
// - no lightmap support
// - no per-material color

Shader "Custom/MobileTransparent_TwoSide" 
{
	Properties 
	{
		_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
		//_Color("Color (RGB)", Color) = (1, 1, 1, 1)
	}

	SubShader 
	{
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		LOD 100

			ZWrite Off
			Cull Off
			Blend SrcAlpha OneMinusSrcAlpha 

			Pass 
			{  
				CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog

#include "UnityCG.cginc"

					struct appdata_t 
					{
						float4 vertex : POSITION;
						float2 texcoord : TEXCOORD0;
					};

				struct v2f 
				{
					float4 vertex : SV_POSITION;
					half2 texcoord : TEXCOORD0;
					UNITY_FOG_COORDS(1)
				};

				sampler2D _MainTex;
				float4 _MainTex_ST;

				//fixed4 _Color;

				v2f vert (appdata_t v)
				{
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					UNITY_TRANSFER_FOG(o,o.vertex);
					return o;
				}

				fixed4 frag (v2f i) : SV_Target
				{
					fixed4 col = tex2D(_MainTex, i.texcoord);
					//fixed4 reCol = col * _Color;
					//reCol.a = col.a;
					//UNITY_APPLY_FOG(i.fogCoord, reCol);
					//return reCol;
					UNITY_APPLY_FOG(i.fogCoord, col);
					return col;
				}
				ENDCG
			}
	}
}
